forked from bartvdbraak/blender
e760972221
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837 |
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kernel_branched.h | ||
kernel_buffer_update.h | ||
kernel_data_init.h | ||
kernel_direct_lighting.h | ||
kernel_do_volume.h | ||
kernel_enqueue_inactive.h | ||
kernel_holdout_emission_blurring_pathtermination_ao.h | ||
kernel_indirect_background.h | ||
kernel_indirect_subsurface.h | ||
kernel_lamp_emission.h | ||
kernel_next_iteration_setup.h | ||
kernel_path_init.h | ||
kernel_queue_enqueue.h | ||
kernel_scene_intersect.h | ||
kernel_shader_eval.h | ||
kernel_shader_setup.h | ||
kernel_shader_sort.h | ||
kernel_shadow_blocked_ao.h | ||
kernel_shadow_blocked_dl.h | ||
kernel_split_common.h | ||
kernel_split_data_types.h | ||
kernel_split_data.h | ||
kernel_subsurface_scatter.h |